Holy crap, this would be awesome on the iPhone! But yeah, getting the controls right would definitely be tricky.
Why not just consider multiple control schemes? As long as they all work well, I think people will accept them. Death Rally got into a big silly brew over the lack of alternate controls a month ago.
Awesome. http://www.kickstarter.com/projects/1296948465/no-time-to-explain-indie-game Hopefully this means the production values and content will be through the roof!
Wow, I'm impressed, and fairly sure that "No Time To Explain" would have quite the market (in light of all the platformer success as of late) in the Iphone appstore. I look forward to hearing more. When it comes to Iphone controls, people seem to forget that there are more options than onscreen buttons or dual stick. Its about ingenuity, which I'm SURE you gentlemen possess. There are some good ideas here, but ultimitely it comes down to playin' around with the options until you find something that works properly for the desired outcome. Much love, I look forward to this one, instabuy, if indeed, it makes its way to the Iphone. Otherwise I (at least) hope it makes it to the PSP ) Cheers!
Thanks for the support guys! We can tell you that now the game is definitely coming to the iOS. BUT we're not going for a direct port or anything like that. We're about to launch a closed level editing session with the backers from Kickstarter, some of the levels will go into the "desktop" version of the game for PC/Mac/Linux. Then we're going to finish off that version and move onto the mobile. After playing around with the Touch-controls, it feels like making a direct port wouldn't give the title justice. So it's going to be set in the same game-universe, but with a _different_ gameplay mechanic (no, not a physics puzzle!!!).
I'm not sure if this was mentioned, but I feel that a D-pad (left bottom of screen, for movement) and an analog stick (right bottom of screen, for boost) could work (or vice versa.) Basically the whole game (on PC) is controlled with the mouse and the arrow keys, correct? It might take getting used to, but every IOS games controls take a little getting used to. Just a suggestion, since you are talking of changing the whole games mechanics.....
Here's a little blog post about the mobile game and specifically it's design: http://tinybuildgames.com/about-mobile-game-design
Hopefully this means encouraging quicksaves and 5 minutes enjoyment bursts, not stripping out entire levels for shitty minigames.
Indeed. EA had a study showing that the biggest chunk of "mobile gaming" is actually done at home. In any case Gameloft and EA proved that longer games have a place on the market and you don't have to break up whole experiences into 3-5 minutes bits, just game saves. Meaning either having frequent save slots or a "save anywhere anytime" system.